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  1. ABOUT Overhauled User Interface Improved Journal User Interface with thematic topic header images Vehicles have custom UI, showing speedometer, encumbrance and more Map window now supports 40 custom POI icons to choose from Advanced Sorting and Searching feature in inventory and storage Optional Undead Legacy UI parameters in Options -> Video -> User Interface -> Undead Legacy Overhauled Encumbrance system where all items and blocks have certain weight, inventory limited by carry weight, slot limit 300 Overhauled attributes and perks Perks no longer unlock new schematics, nor they level up crafting tiers Introduction of Action Skills, that level based on what you do Introduction of Research System New lockpicking minigame Overhauled crafting system and crafting progression Overhauled material progression Hundreds of new items, blocks, recipes, vehicles etc Fully scrapping vehicles will make them respawn based on new block respawn timer setting (More blocks will be added to use this feature later) Player crafted electrical lights support for full RGB customization More immersive world interaction, water sources require jars to interact, fuel barrels and pumps require fuel cans Pick up all wild plants and player crafted ones with action key A lot of slightly damaged vehicles found in the world can now be fully repaired More info about the mod can be found on my website (including screenshots): http://ul.subquake.com/ A20 Features (Experimental): Brand new User Interface with even more stunning graphics New Item Upgrade & Repair mechanic featuring a Mechanic Station with 3 tiers Lockpicking v2.0 Deeper crafting recipe rebalance TERMS OF USE https://community.7daystodie.com/topic/4085-subquakes-undead-legacy/?do=findComment&comment=54613 LINKS DOWNLOAD DISCORD DONATIONS AND SUPPORT
  2. They mostly come out at night... (V3.6) This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things. Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult. Features. 8 Classes to choose from, with 6 quests each! 96 slot backpack! 12 slot crafting queue! Custom UI! Food/Water bars next to the hotbar. Increased zombie spawn/respawn rate! Night time is now dangerous. The ferals come out to play... Zombie Behemoth (male and female) added! Scrap Iron Tools added. Iron requires level 15. Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks. Forge Ahead & Leather Tanning books are back! (can also be purchased as perks) Wrench is now a perk and a schematic, but crafted and repaired with Iron. All common books added as perks, so you have the choice of finding the book or spending points. Action skills are back! Skill books added for all 100 level skills. Generic skill point book added so you have ways to get skill points. Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful. Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos! More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM! Animal Coops and Snares from Valmod added. Clay bowls are back, and used for more than just pretty plants! Craftable Small Engines and Lead Batteries! Several new guns! Like the P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and Combat Shotgun. Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted. Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return! Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls... Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages. Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen. 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe! Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading. Lockpicks added! Now you can lockpick all safes and most doors. Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped. Combat axe added. There's also a titanium version. Trader's are no longer protected! Take care of your local business! Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs) Larger player-crafted storage (kitchen cabinets, lockable!). Time REMOVED from under the compass and on the map. Added to the trader window (under restock time). Junction box added for invisible wires. Unlocked via electricity perk. Bomber zombies added! These @%$*#!s are designed to tear your base to bits. You have been warned! 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner). Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers. Grass spawns reduced for better performance/easier to see things. Traders now have more basic materials for building. Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. Compo pack added! Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes. Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
  3. Vehicle Madness Continues >>........ A20 Version Guppycur's awesome original concept for Vehicle Madness started way back in the early days A17 and now continues for 7 Days to Die in A20, Guppy handed over the reigns of the project to me (Ragsy) in A18 to rework and develop further the visions we had for vehicle systems in the game. About Vehicle Madness in A20 Features 58 vehicles ( New Physics and particle effects). 80 Plus wreck variants (some may look familiar) All new custom vehicle sounds. Find working spawned vehicles in the world ( Custom code was written by HaidrGna and adapted for Vehicle Madness with his kind permission) Find Repairable vehicles versions in the world Harvest wrecked vehicles to salvage parts for crafting vehicles on the VM Workbench ( Balancing feedback required as always ) . You will come across a variety of different types of vehicles in the world that may be working or have repairable versions you can find to fix up !! There will still be spawns of the 'lower end' Vehicles in the world but the 'high end' stuff like military vehicles or other customs will be a case of either find the repairable version and repair it or craft it with harvested parts from vehicle wrecks on the VM Workbench. A vehicle repair kit consists of the following parts that can be found in the world or crafted at appropriate levels on the Workbenches : <ingredient name="CarFootpump" count="1"/> <ingredient name="CarBatteryChargerUnit" count="1"/> <ingredient name="VMToolRachetSet" count="1"/> <ingredient name="HotwireKit" count="1"/> .....and a specific tiered tool . Wrench for lower tier repairs , Ratchet for mid tier vehicles and Impact Hammer for High tier vehicles. ****** Dont forget to take some fuel with you as you will need it for the repaired vehicle *****. If you dont come across a vehicle you like subject to rwg pot luck , you can still craft the vehicles by salvaging parts from vehicle wrecks such as: Transmission (and damaged version) Engine (and damaged version) Seats (and damaged versions) Carburetor (and damaged version) Battery (and damaged version) Alternator (and damaged version) Chassis (and damaged version) Body parts (doors, hood, trunk and Fender and bumper) Full Vehicle Madness Style Wheels Wheel Rims Damaged wheels We have adopted a system where 2x Damaged Parts go towards making 1 good working part along with other smaller items in the recipes. Tires that you find on the ground? They can be picked up! But, they are NOT WHEELS. You must find a wheel rim , these can be obtained by salvaging the vehicles in the world (you may be lucky and get full wheels and a wheel rim during salvage), or you can make a fully functional wheel by adding tire and wheel rim and using the air compressor tool in the Auto-Workbench. There are some full damaged wheels you can collect on the roads to make a full wheel using our 2x damaged = 1 good system. To make the VM Auto-workbench you need to first be able to craft 'normal workbenches' as you will need one to build the full Auto-workbench along with a car lift (craftable) , a compressor and a ratchet set (lootable in world) ......you can then, after learning how, assemble the various vehicle parts into the various assemblies to build your custom vehicle. Car body assembly (requires a fully body kit) Electrical subsystem assembly Car engine assembly Car Body Kit Vehicle Madness wheel set ** Vanilla vehicles can be crafted using the existing vanilla parts as before but on the VMWorkbench ( Except bicycle and Minibike), we have left in vanilla items to maintain vanilla compatibility for other vehicle mods that do use vanillla resources as part of thier builds, vanilla parts however will not fit the custom vehicles system build method ** Gas will be at a premium, this means you may have to raid gas stations or find a damaged gas tanker vehicles on the road or make your own. Gas is more expensive to make in this version ... ***** We recommend that you use a bigger backpack modlet such as this one here by KhaineGB as there are many parts to collect. Also Recommend Khaines vehicle fixes for sound and entity damage in this thread ***** The Vehicle Madness Current Team Ragsy ActiniumTiger Magejosh Éric Beaudoin Marcus A20 Testers A special mention to the testers and thanks for the feedback and bug reports Magejosh Mr Devolver Furious Ramsey R.U.I.N.S Acknowledgements : Many thanks to the various modders and contributors helping us make Vehicle Madness better since Alpha 17, without whom this would not have been possible.. Guppycur - Original creator of VM and all round support on the development path so far. Telric - For some vehicle fixes in blender and his help on the buffs system .. HaidrGna - Spawning system code and general support on development. Mumpfy - 'The Texture Guru' for texture reworks for the MotoGuppy bike , NPC Mod van and the Ragsy n Tiger Van (plus his original texture work on A17 version). Random Person - Texture work on the original VM in A17 bdubyah - Donating the first wrecked vehicle pack for beta 1.1 thats still part of VM today and his support. DUST2DEATH - Support feedback and original Development of VM in A17 with Guppycur and the original team . Also thanks to valdifer for the Spanish Translations for Vehicle Madness Beta 1.1 , feel free to take the current localizations and add more languages. Others who have been involved of whom i may have forgotten , and rest of the 'Crew' on Guppy's Modding Discord for the support along the way. More to come..... New tire fitting station and car lift system . A Dedicated POI for Automotive Repairs Work on localisation updates. Add tracked vehicles into the mix ... and a few novelty vehicles. ***** Note: You are not allowed to extract and alter any of the assets in this mod in any way without first gaining permission , these assets must not be used in any venture that attempts to make money out of modding **** Vehicle Madness Continues A20 Download link ***** Please Note : This is an Overhaul mod in modlet form and is required on both Client and Server as with other mods that add new assets. ******* Overhaul Modders can use this modlet overhaul as a recommended add-on if you wish but leaving the core files of vehicle madness intact. A brand new game save is required as the mod overhaul adds a lot of new blocks in the game and changes existing ones too !! Failing to start a new save game will break your existing save so be warned up front !!! Changelog Beta 2.0 : 1. Added a lot more New Vehicles into the mix ..bringing the total to 58 for ultimate variety. 2. More wreck variations 80+. 3. Added 30 + Repairable Vehicles that you can repair on roadside with special kits, dont forget to take some fuel with you . 4. 20+ custom vehicles that may or may not spawn in the world with the luck of RWG. 5. Crafting these new vehicles is still an option at the VM Workbench for those harder to find vehicles. 6. New Vehicle Sounds applied for all vehicles. 7. Loot overhaul inline with A20 system ( as usual feedback much appreciated on this area). 8. Our own particle systems for exhausts and vehicle damage. 9. Reviewed and updated storage sizes and vehicle speeds 10. Apocaliptic Style textures for the rustic used look 11. Recipe changes for crafting to help with vanilla engine shortages in the original version . 12. Added more deco stuff to collect on roads .. 13. More wrecks in world specifically on the country roads and reduced loot to balance out the numbers . 14. Support for vehicle mods on all vehicles except the cosmetic option as these vehicles are all custom made textures. Some vehicles have seating mods but not all (example Military Truck has 8 fixed) 15. Numerous of the the original vehicles have had brake lights added and some addition headlights where needed. 16. Added a few decorative advertising boards to world ..these can be harvested . 17. Vanilla Vehicles now require the VM Vehicle WorkBench to build them except the minibike and bicycle. 18. Revisited the vehicle damage scales on blocks ... Targeted individual blocks now and adjusted some down and some more added ... (like for instance vehicles ran into and stopped dead on mailboxes and cactus and so on.. vehicles will not destroy any wood on bridges anymore This system is going to be replaced with vehicles that have individual profiles at some point). 19. Adjusted all vehicles to have lower degredation so when you hit 25% damage level particles are triggered ..so be careful and try not too crash too much 20. Reworked vehicle physics in-line with vanilla settings. 21. Making gas is more expensive and requires more oil shale to craft your own gas. 22. Some vehicles will attach parts/vehicles from player inventory when you get in them , Bicycle - Motorcycle - engines ect ect .... these are only on the 'Pickup style vehicles or open trucks but not all and is still WIP. 23. Added recipes to make the 'repair kit' parts on a workbench if you dont find enough of them in the loot. 24. Changed some stack sizes to help with looting vehicle parts if you do not wish to use the bigger back pack modlets. Changelog Beta 1.1 : 1. Added various new wrecks created by bdubyah for the ultimate salvage variation ( There is only 1 vanilla sedan in chain as required by some POI's and all others are now custom). 2. Tweaked some vehicle speeds and camera positions and some storage on the big vehicles 3. Increased amount of wrecks on roads and in biomes to provide more resources. 4. Experimental block damage changes 5. Added Quad to world spawns and reduced spawns very slightly (feedback on this will be required as catering for server vs single player). 6. Added compressor to EMS and Military loot options , increased probabilities in automotive and rare automotive loot as were too rare before. 7. Removed damaged motorcyle part2 from spawn ( will add more motorcycle variant wrecks at some point) Have fun 🙃 The Vehicle Madness Team !!!
  4. Well a lot has been done since I started work on this mod and I think it is time for an update to this post! This Project started with myself taking over the FarmLife Expanded mod. I first start to fix thing with the mod but as I began to learn more about modding I decided that rather then trying to fix it would be best to rebuild. What started a "Farming" mod has now become so much more. Welcome to "The Age of Oblivion"! Alpha 2.0 Features: Crops! Over 30 new Crops! Food! a lot of new food that can be prepared a a number of different workstations. Animals! Many new animals roaming the world many dropping unique items when harvested. (Beef,Chicken,Pork, Rabbits Foot, etc) Cloning! Create Cloning Chambers and and collect the ingredients required to Clone/Breed your Own Pet Animals that you can keep or harvest for resources. Also Clone Human and Animal Guards that you can place and they will protect you. Zombie Resurrection! Create a resurrect table and collect the ingredients to revive zombie corpses that will fight and protect you! Vehicles! 30 new vehicles as of this release with more coming. New Vehicles are not crafted like Vanilla Vehicles. There are many more parts required. Some cannot be crafted and must be found in the world! some will be driveable when found and other will have to be unlocked using Car keys that can be found when harvesting vehicles. Some Vehicles can have their colors changed using specific Color wand tools. New Workstations: Oblivion Master Workbench - Used to Craft all other Workstations and Oblivion Quests Farm Table - For all Farm tools and seeds. Ovens - Multiple Models Including Pizza Oven and Deep Fryer Grills - Multiple Models Smokers Kitchnaid Butcher Table Brew Station Quests and Questlines! Whiteriver Tools of Citizenship has been make part of the mod. (Many more Quests are going to be added) Many New Weapons thanks to Firearms Expansion 4.4 Custom UI based on SMX! New Animals/Bandits/Mechs and zombies thanks to the community Creature Packs! New source of power - Windmill! DECOR! - Lots of new decor. Windows, Doors, Fences, Furniture! Skull Chambers! This is the latest feature to be added to the mod. The feature is still in its infancy and will still require some tweaking. Skull Chambers can be found through out the world. You need a key to get in and a key to get out! once in chamber poisonous gas will start removing your health. There will be totems in the chambers that when unlocked will release boss zombies! 3 Levels of Boss zombies all guaranteed to drop loot. the most important loot are Skull Tokens! When you find the hidden Elite Traders you will be able to use Skull Tokens to be able to Purchase Elite items! (More Elite items will be coming but right now you can get Enhanced NailGun, Plasma Auger, Laser Crossbow, Legendary Hackblade, Legendary Blood Axe, Electric Sniper, Hand Cannon, Laser Ammo, Plasma Gun, Electric Guitar Audio Emotes! Can be crafted from the start, each emote has 2 Sound clips! New in game sounds. You will know them when you hear them. Make sure you test vehicle horns! there are some unique ones out there! Age of Oblivion specific Skill Tree! with new perks! NOTE: The Mod is still not complete and Feedback with regards to Balancing and Bugs is greatly appreciated. The Alchemy Table currently only has one recipe that it is required for and that is the Resurrection Potion. There are still missing descriptions (but much less then previous versions) Alpha 2.52 - Fixes Major Bug causing Null Ref errors when encounters the New Creatures - A few other small Fixes - Adds some trees and plants randomly in the world. Alpha 2.5 - Changes! - Sounds are fixed! A mistake was made in 2.0 where the Sounds were coming from Animals. this is fixed and sounds have been adjusted to not be so overbearing. - Most of the Pets now make appropriate sounds! Cat makes cat sounds, dog makes dog sounds etc. - chicken and Cow chambers update to new models - Egg laying Chicken now requires to be fed once before they will lay any eggs - New Chicken Incubator specifically to create Pet Chickens. Requires "Fertile" eggs - DecorBlocks Modlet is now included - New elevators/lifts - 17 New Creatures/Zombies Most only come out at night they are much tougher zombies. - Wasteland/Burnt forest will be tough and have higher chance of the new creatures - Resurrection table updated to be able to resurrect all Vanilla Zombies - Zombie Harvest Skill tree. Guts, brains and corpses are now recieved by harvesting dead zombies and no longer in Zombie Loot. Zombie Loot expanded to be able to give more types of loot. - New Tow truck, Harvest a tow truck towing a Bat Car and you have a small chance of getting a Bat Car - Delorean Appearance has been improved - Apoc RV now Drives much better! - NEw Food Recipes and Crops with schematics - Revamped Vehicles: - NEw Mechanics Skill tree - Level 4 and 5 only have placeholders for vehicles that they unlock. Future release will have more vehicles. - Repairable VEhicle now found in the world. they can be driven but they dont drive well, Slow and hold little gas. Repair them on the new mechanic bench. (for initial release there are 5 Vehicles that can be repaired) - Bug fixes...Many small bug fixes Alpha 2.6 - 33 New Doors - Fix issues with New Creatures - New Workstations - Fridge, Drink Dispenser, Ice Cream Maker, Ice Maker - a Ton new recipes (Icons are currently missing) - Completely revamped Skull Chamber! this was a quick release to fix some major bugs. this is why the new foods do not have icons yet. A small Update will come very soon to add the mission Icons. Alpha 2.62 - Updated all the missing icons from 2.6 -fixed issue with starting quest not showing where trader is - Other minor fixes - Food is locked behind Recipes now...but all can be unlocked with Planting and growing Skill level 4 Alpha 2.8! - UI Overhaul - Helicopters - lots of New crop/plant Assets - a lot of surprises! - Lots of balances and bug fixes Alpha 3.0! Coming Next week! Content creators have advanced access to showcase for the next few days! Summary of changes: 1. Animal Overhaul! Wild animals Attack if Hurt, Pets dont ever attack. 2. Over 40 Animals/variants ie. 6 horses, 3 cow, 3 chicken 3. All animals give animal specific resources when harvested 4. Creature pack Animals and Zombies has been removed but I have kept some of the Zombies from the zombie pack 5. New AOO Creatures/Zombies 6. new Bat car 7. Ammo Bench (Limited to Vanilla Ammo for now) 8. Auto Miner 9. Potions! Not all have uses yet....but they are used as ingredient is some special items. only a handful right now. (search "Pocket Mod") 10. Quest Table and totally revamped Quest lines with much better instructions 11. a Ton more Descriptions for Items! 12. Revamped Skill Tree UI 13. Animals have a chance at giving rare resources that are used primarily in the recipes for potions right now 14. Milking Cow now works like Egg laying chicken....Chicken feed is now "animal feed" 15. Random Pet cloning chamber is now 100% chance of success 16. Pets give slightly less resources then Wild animals but they have a higher chance of a rare resource 17. Animals give animal specific pelts rather then Leather 18. All pelts can be used to craft leather if you need it. 19. some creatures can give some other items when they are harvested! 20. More Lootable items! 21. Wireless Junction Boxes 22. Many Bug fixes and adjustments and sounds Alpha 3 is available on Modlauncher! (It may stilll say 2.8 until the description is updated.) IMPORTANT! A new game will be required. This will almost definitely screw up any existing games! Alpha 4.01 for A20 is out! Changes: White River Tools mod removed until compatibility with A20 Bandits/Survivors Removed for incompatibility reasons .....but will return sometime in the future Change in Vehicle Acquisition - No more Crafting - no more mechanics table. Vehicles are in the works, you can either loot and salvage them OR you can unlock them to get a working version. Keys to unlock a vehicle are found by salvaging them. More sounds New Transmogrifier used to create specific Pets from "Incomplete Clones" Almost all items now have a use (I think there still may be a couple crops that dont have a use) this has been Primarily an A20 compatibility release. Please visit the Discord for more information or help with the mod https://discord.gg/WAVPppyB7S Alpha 4.01 Download! Available on Mod Launcher now! Check out our Teaser! Instructions: Extract all files to your 7 days to die folder. the Files will will merge with your data directory and your Mods Directory (Will create Mods if it doesn't exist. A New Map will NOT be required. A New game may need to be started. If you want to try with a saved game please make sure you back that save up before trying. Now Available on Mod Launcher! Download Alpha 2.62 Got to More Actions and Choose Download as Zip We are releasing updated test builds every few days on the discord! Come join if you are interested in being up to date! We also have a test server that anyone is free to join! it is always update with the latest test Build! https://discord.gg/4UX3HZ7gka History: Alpha 1.1 is out Download Alpha 1.1 Fixed up the Skill Tree (Not Completed) Started a new Quest system (Not Completed) Added Farm Crop Plots Added another Gas Oven, pizza oven and more Grills. All you do is craft "Ovens" "Grills" or Smokers and you from their each model is a Variant option. Added a few Descriptions that were missing. (still many missing) Removed Press "E" to pick up a Crop. when harvested this way the crop does not get replanted. Removed a block for an apple tree that is no longer used . ( only mattered if you were using creative mode and found that particular tree.) Alpha 1.2 is available Download Alpha 1.2 Fixed Garden Hoe to properly prepare ground to be able plant. Alpha 1.21 is Available Download Alpha 1.21 Fixed issue with some Recipes not unlocking as intended. Alpha 1.3 is Available Download Alpha 1.3 Oak's pets now completely integrated (No separate Directory) many tiny code fixes that probably were not noticeable to most. Garden Hoe recipe added. All New Cloning Chambers!!!!!!!! New Pets! Elephant, Penquin, Camel, Cat! New Guard! Pumpkin Man! Burns you enemies alive! ALPHA 1.5 is Available! Big Update! Download Alpha 1.5 NOTE: Lots of Changes.....you will 1000% have to start a new game and I would recommend playtesting for awhile before starting a serious game with it Restructured Folder and file Structure. Standardized Naming. (Search AOO to find items) Added: Advanced Forge Resurrection Table Alchemy Table Many Vehicles Lots of Decor! Windows, Doors and Furniture Working Windmill and other smaller tweaks. Alpha 1.6 Released! Mainly Small Bug Fixes to 1.5 Improved handling most vehicles Added Community Creature Packs 90 Slot Backpack. Traders will now sell Raw meat Fixes and Changes to Questline (Still a work in Progress) Download Alpha1.6 Alpha1.7 Released! More Bug Fixes More Food Recipes! (Finally!) Deep Fryer - for many of these new recipes! New Oven Model New Chain Link Fence and a Brick/Metal Fence! New Oblivion Work Bench - All workbenches are crafted from this Bench...even Vanilla ones. Download Alpha1.7 I am officially separating things into two different releases! Going forward Subsequent releases will be known as Age of Oblivion as the Mod has been moving away from just Farming components. As a result I am now releasing a "Release" version of Farm Life Revisited Lite. This version is just the farming components, Crops, Food, Animals (Cloning). This release will still get bug fixes and will get any Farm related content that gets added to Age of Oblivion. Get all Updated info at the Discord https://discord.gg/hBqXBTbjTV Get Farm Life Revisited Lite at Nexus Mods: Farm Life Revisited - Lite at 7 Days to Die Nexus - Mods and community (nexusmods.com) Alpha 1.71 Released! Fixes issue with Clone Chambers not being unlocked and Advanced Forge Display 1.71 Full was Broken - just download 1.7 and then the patch. Download Alpha 1.71 - Patch (Just overwrite the file in this patch. Alpha 1.75 Released! bug fixes! Cloning now takes longer Crops no longer grow almost instantly! Now includes the fantastc Mod White River Tools of Citizenship! Now includes Expanded Firearms! More Friendly animal will be found in the World Oblivion Loot Crates can now be found in the world Now grants 2 skill points per level! (If not wanted simply delete the 2 Skill Points Directory) Download Alpha 1.75 Alpha 1.8 Released! Includes bug fixes for some of the Friendly animals Reduced greatly the number of Bats that spawn! Made the spawning of Friendly's be specific to Biome. ie Peguin in Snowy area's and Elephant in Desert Added a Bunch more Friendly Animals! Turtle,Sheep,Zebra,Pug,Beagle,Goose,Leopard,Comodo Dragon Balanced the number of Oblivion Crates that appear and the loot they contain. Added More Beakers and Steroids for Cloning! Fine Tuned Batcar01 - Drives better and faster! More vehicle tune ups are coming! Download Alpha1.8 Download Alpha2.0 NOTE: Turns out there was a mistake made with sounds and they were applied to animal as well as Zombies. If you find the sounds too bad please come to the discord and download the latest Test Builds that fix up the sound. https://discord.gg/4UX3HZ7gka Instructions: Extract all files to your Mods Folder. Inside your mods folder will be a prefabs.zip, Extract this file into your data\Prefabs folder. A New Map will NOT be required. A New game will likely need to be started. If you want to try with a saved game please make sure you back that save up before trying. Alpha2.0 TestBuild 3 is now available on our discord! Sounds are Fixed! 17 NEW MONSTERS! Resurrection Table can resurrect all Vanilla Zombies! New Elevators and More! https://discord.gg/4UX3HZ7gka Join the Discord and and Join our Test Server!
  5. WickedNinjaGames Presents: 7 days to Die [ What/Who is WickedNinjaGames? ] WNG came about when a group of friends decided that they wanted to share their passion for gaming with the rest of the world. We are building a community of like-minded gamers, that can come together and enjoy playing online multiplayer games together in a positive, friendly, and co-operative gaming environment. [ Vanilla A20 Experimental ] We wanted everyone to have the chance to experiment with the new Alpha 20 verison, so we've released an experimental server! Nomad Difficulty 60 minute Day Cycle Zombie Day Speed - Walk Zombie Night/Feral/Bloodmoon Speed - Sprint XP Multiplier 100% Loot Respawn - 7 days Airdrop Interval - 3 days No Killing [ Darkness Falls ] We wanted to fine tune the experience so that our server's environment would be more welcoming to both experienced and non-experienced players. This includes, but not limited to: Real-Time World Map Map Size = 8K Custom Map Regenerating POIs Game Difficulty = 2 Bloodmoon = 7 days Normal Zombie Speed = Walk Night Zombie Speed = Sprint Day / Night Length = 60 minutes No Killing Airdrop hours = 72 Loot Respawn (In-Game) = 28 days Land Claims = 3 Land Claim Size = 71 [ Further Information ] If you want to join us on our adventure with like-minded gamers, join us on Discord Discord: https://www.discord.gg/WNG Website: https://wickedninjagames.com/ Vanilla A20 Experimental: 7d1.wngplay.com:26930 Darkness Falls Server Address: 7d1.wngplay.com:26910
  6. RizzoMF

    Joke Mod

    Welcome to Joke Mod! - THIS IS STILL A WORK IN PROGRESS!! Version 1.0 This mod is about 85% a joke, 10% serious, 5% butterscotch ripple. It has been an idea for years and is finally a realization. It literally started as a joke and grew from there. The mod has been made so that players can have a serious playthrough and not just log in for 5 minutes, have some laughs, and never play it again. Although some people might still do that. Rude! This mod was thought up/created by RizzoMF and Zilox with consultation from Khaine and killerbunny264. Thanks also to our testers Dobbers, Jbirdgaming_, hijarl, darkness_from_above, Ecktos, and peachykeen80 . Also, a big thank you to my community for the ideas and support! Community members from whom ideas were stolen, er used: turbodiarrhea_, killerbunny264, Hehahigh, drbananastbagsyou, Hijarl, CloudZayne, xpenguin84x, Dobbers, and anyone else we may have missed. Follow us on Twitter at: https://twitter.com/joke_mod Join the Discord: Joke Mod Discord How to download: (currently English primarily, other languages coming soon) - Mod Launcher - Direct Download Want to run a server with the mod? Just yeet the same files into the mods folder on your server. Need to rent a server? Check out G Portal! I have used them for a few years now and love their servers and prices! Use this link and get 5% off: g-portal.us/?ref=RizzoMF Now bear in mind this is a new mod and while we try to test everything, there may be bugs/balance issues. Please report any bugs on the appropriate Discord channel or on the Gitlab download here. Also, use modlets with Joke Mod at your own risk! We cannot ensure compatibility. Features Short List: Added: Zombies, animals, guns, melee weapons, food/drinks, medical items, quests, work stations, clothing, armor, junk, magazines All item recipes removed from the skill tree. Recipes can only be learned from schematics New skill tree section: Joker Bigger backpack (Khaines modlet) Larger toolbelt (Also Khaines modlet) Removed trader protection & set open times to almost always open Removed: weapon/tool parts All night horde nights Features Long List: For the complete list of features, go here: Contains Spoilers! Zombies: Mega Karen, Annoying Kid, Jasper the Friendly Zombie, Super Steve, Skeleton, Clown Animals: Pig, Cow, Bull, Baby Bear, Scorpions, Goose, Snail, Shark, Crocodile, Rage @%$#, Giant Murder Chickens, & a special extinct surprise Quests: - Custom yellow challenge notes - Trader quests with different objectives - High tier trader quests Food: - New food and drinks - Hurray! You can farm the land once again! Garden hoe added back in and you can hoe the ground - Canned food has dysentery again, aww crap. - Actually, all food has various levels of dysentery. You aren't a master chef after all. Medical: - Infection has been replaced with Stink. You ALWAYS have a stink and you must keep it under control with various items. - New candies with various effects Quests: - Starter quest shortened - New trader quest with a great end reward - Added Buried Treasure 4-6 tier Weapons: - Melee - clubs, blades, spears - Guns - ballistic, explosive, laser, and a few special guns - Custom landmines Tools: - New tiers - plant fiber, plastic, and cutlery tools - Power tool mods to make them melee weapons Clothing/Armor: - Eyewear with various effects - Armor mods - New tiers - paper, gore, bomb squad Everything Else: - Removed zombie rage mechanic - Lockable inventory slots - New resource - Gore - Lot's of pointless items - Custom paintings - Some containers destroy on close - Additional water sources - if it looks like one, it probably is! - Advanced work stations - Removed weapon/tool parts from loot/recipes - Removed learned recipes from the skill tree - ALL recipes/schematics must be found in the world - Mod slots - 1 per item quality - Custom perk tree - Custom magazines - Bigger backpack (Khaines modlet) - Larger toolbelt (Also Khaines modlet) - Trader protection off - Open almost 24/7 - Custom vehicles We plan to try and release bi-yearly updated for this mod. Future improvements/hinderances include new items, blocks, entities, and even a story! In conclusion, thank you to everyone who at least tries this mod. It won't be for everyone but we still appreciate the time taken to try it! XOXO, RizzoMF & Zilox
  7. I play on the hardest difficulty; Nightmare mode, extra zombie block damage and so on. I find that Keeping my hunger satiated is only difficult sometimes during the early game. After early game with a few perks I can live off of boiled meat and never need to worry about the hunger side of survival (can make huge stockpiles of food). I know that better foods grants some extra benefits, but its not much of a boost, and the entire hunger system can be completely ignored. What can be done to create a well scaled food system? Ideas: Food spoilage? Refrigeration? Drying racks (making leather/jerky)? (adds more electrical uses) Food can spoil slower or quicker depending on what kind of storage their in... Macro nutrient importance (Protein,carbs,fats)? The more balanced diet the better you can recover/level. Early game foods yield low macronutrients and only one type of macronutrient. Late game foods yield high variety of macronutrients, are hard to come by, and challenging to craft.
  8. V1.6 This is a mod I created to try out a few different things regarding code. I have tried to keep it as vanilla as possible, to maintain modlet compatibility, and just messed around with how zombie work. Features. - Zombies only take full damage from headshots. - Bloodmoons disabled. - Included Jax's Wilderness Spawn increase modlet (5x more zombies) - Added a difficulty tweaks mod to remove damage reduction from higher difficulties. - Removed zombie rage mode. - Added 10 slot toolbelt. - Added backpack stash buttons. - Added craftable log spikes. - Added ability to pick up plants with E. - Removed cop ability to puke. - Removed radiated vulture ability to puke. - Wandering hordes start from Day 2 at midnight. - Wandering horde configured to 30 zombies every 6 hours. - Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top) - Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage). - Added scrap iron arrows and arrow heads. - Added scrap club, scrap knuckles, scrap machete and scrap spear. - Added Pipe Pistol and Pipe Rifle. - Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap). - Edited loot to remove stone tools and replaced with scrap tools. - Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this). - Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked). As you can see, it's mostly adding some extra T0 guns (pipe weapons), a scrap tier and modifying the zombies. Please consider this a base for you to build your own apocalypse on, rather than a full-fat overhaul. Download Links. A19 Client (Does not work with EAC Enabled). A19 Server (Does not work with EAC enabled). Installation Instructions. (If you don't use the mod launcher) Make a copy of your 7 Days to Die folder first!!! Download the zip file at the link above. Unzip the 7DaysToDie_Data and Mods folder to your 7 Days to Die folder and overwrite when prompted. The mod uses Harmony so both folders (and their contents) are needed or you'll have problems. Same for the server files, except in this case it will be 7DaysToDieServer_Data and Mods. Video for folks who may need it (it's for darkness falls, but the basic idea is the same). Installation Instructions for macOS users. IMPORTANT NOTE: I do not have a mac. This is a guide I found for Starvation Mod and Ravenhearst, but it also works on War of the Walkers so it should be fine here. 1 - Uninstall 7dtd. Open Finder, from taskbar choose Go -> Home. Open Library -> Application Support -> Steam -> steamapps -> common. Delete 7 Days to Die folder. Reinstall 7 Days to Die. 2 - Unzip downloaded mod. Open unzipped folder. You should see 3 folders: 7DaysToDie_Data and Mods. I will be referring to this as a “home screen”. 3 - Open Steam. In your games Library, right-click 7 Days to Die and choose Properties from the drop-down menu. Choose the LOCAL FILES tab and choose BROWSE LOCAL FILES. 4 - Copy & paste (do not drag-and-drop) the Mods folder to this location. 5 - Open 7DaysToDie_Data -> Managed. 6 - Right-click 7DaysToDie.app and choose Show Package Contents. Here you should see 2 folders: Contents and Data. This will be the other “home screen”. 7 - Open Contents -> Resources -> Data -> Managed. 8 - Copy & paste (do not drag-and-drop) the .dll files into this location. Mac OSX will ask if you want to keep both or replace. Choose replace. 9 - Navigate back to each home screen. 10 - Drag-and-drop the 7DaysToDie_Data and Mods folders into this location. 11 - Open the Data folders in each location. You will see there are Config, Prefabs, and UMATextures folders in each. 12 - For each of these three folders, open up its corresponding folder so you can see the contents. Drag-and-drop the mod’s contents into its respective folder. For duplicate files, mac OSX will ask if you want to Skip, Stop, or Replace. Check the “Apply to All” checkbox, then choose Replace. 13 - Start 7 Days to Die and enjoy the mod!
  9. V19.8.2.5c 6.2.2021 Alpha 19.6 Stable Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Stable Download: Download Here V19.8.3.4 9.4.2021 Alpha 19.6 Experimental Branch New Save Game Required When installing mod for first time! Do not use a save game from any vanilla game, older version of mod or another mod. A19 Experimental Download: Download Here If you are interested in renting a server with my mod, I would suggest using BlueFang Solutions. They offer good rates with excellent customer service. The servers they use have DDOS Protection and are reliable. You have full control over your server uptime, restarts, settings, etc. They do even support mods. Which can be done through FTP access or through their customer support system. They have direct contact with me in case of any issues so that we can work together to provide you with reliable server! So if you are interested in starting a server, please use this link below: Using this link will help support me with a portion of all sales will be credited to me. The money will help me in real life pay bills and rent. As requested before from some, here is a PayPal Donation Button, any donations is greatly Appreciated but is not required to play my mod. Survival: Farming - Grow Wheat, Apple, Strawberry, Cocoa, Carrot, Cucumber, Leek, Lettuce, Melon, Onion, Pepper, Tomato and Blackberry Crops Schematics - New schematics to find to learn how to craft new recipes Buffs - New and modified buffs Fishing - Craft your own Fishing Rod and catch some fish in any water body Ores - Tungsten, Copper, and Zinc Ores HUD - Featuring SMX UI Mod Biomes - Updated biomes and new resource pile prefabs as well as Random Crate POI to find in the wild Health Items - New items such as the Trauma First Aid Kits, Bandages, Vitamins, Leg Booster Shots and more Food Items - New food items such as Meat Pies, Bread, Pies, plus more. Animals either have Raw White Meat or Raw Red Meat Drink Items - New drink items such as Mossy Brew, Green Tea, Apple Juice, plus more Prefabs - Several new prefabs that you can explore Traders - Modified trader locations that feature 2 new traders, one specializing in schematics and the other quests and reward papers Class Stores - Featuring 2 regular traders and the 2 new traders with all the class vending machines for buying goods Enemies: Boss Zombies - Several boss zombies made from Creature Pack - Zombies modlet. All with special loot Crawler Zombies - More Standard Crawling Zombies Zombie Hordes - All Screamer, Sleeper and Blood Moon Zombie Hordes now feature new zombies Bandits - NPC's that will attack you on site. Will also attack zombies, survivors and wildlife. Mainly found in wasteland and burnt biomes (From Creature Pack - Humans) Survivors - NPC's that will only attack you if you attack first. Will attack zombies, bandits and wildlife (From Creature Pack - Humans) Loot and Perks: Loot - Many new items found in loot, zombies, loot containers as well as traders Skills and Perks - Several new skills to learn with a revamped skill menu from the SMX UI Modlet Classes - Several classes that you can learn in game through quests. Each has exclusive recipes and items. All classes can be obtained 8 New Treasure Quests - 15 Total In Game 101+ New Challenge Quests - 115+ Total In Game Reward Cards - These cards can reward you with either experience points, skill points or even provide a buff for double/triple xp. Can be obtained at traders or in special loot crates Traders - New specialized traders in modded trader locations (These locations are obvious when you see them as they have a different look than vanilla trader locations) Items and Blocks: Armor - Full sets of Kevlar, Silver and Tungsten Armor Clothing - New Cold and Warm Weather clothing Blocks - Tungsten Blocks, More shape variations for concrete/rebar blocks Flares - Spawns Specialized Loot Crates. These are found in special loot crates Tools - Full sets of Scrap Iron Tools, Tungsten Tools and Diamond Tipped Tools. Also Steel and Tungsten Augers/Chainsaws Guns - FAMAS, Desert Eagle, Baretta Shotgun, M25 Sniper Rifle, and Remington 8 Melee Weapons - Tungsten Club, Steel and Tungsten Machetes, Gold Tipped Knives and Machetes + Swords and Maces Ammo Types - Hollow Point and NATO Bullets Workstations: Armor Smithing Station - For crafting advanced armor such as kevlar, tungsten and silver Blueprint Station - For crafting schematic loot crates that you place and will spawn random schematics Gun Smithing Station - For crafting all vanilla and mod guns Mortar and Pestle - For crafting seed recipes and more Oil Production Block - A workstation that produces oil over time Tungsten Forge - Has regular forge recipes as well as the capability of smelting tungsten. Works better than regular forge Tool Workbench - For crafting advanced tools Builders Workbench - For crafting rebar, iron frames and tungsten frames Screamer Block - Light this up to attract screamers really fast Coffee Maker - For crafting hot beverages Microwave - For crafting soups Player Oven - For crafting campfire recipes plus several other exclusive recipes Food Processing Table - For crafting/prepping food recipes Brewery Station - For crafting alcoholic beverages Fabrication Station - For crafting decorative type blocks Ammo Workbench - For crafting ammo Mechanic Bench - For crafting advanced vehicles Included Modlets: Creature Pack - Animals Creature Pack - Humans Creature Pack - Zombies CCTV NerdScurvy Doors + Windows NerdScurvy Toybox SMX Hud SMX Lib SMX Menu SMX UI ZTENSITY UBBI and Patches
  10. Apocalypse now (V2.5) 𝕋𝕙𝕚𝕤 𝕚𝕤 𝔸𝕡𝕠𝕔𝕒𝕝𝕪𝕡𝕤𝕖 ℕ𝕠𝕨 𝕠𝕧𝕖𝕣𝕙𝕒𝕦𝕝 𝕄𝕠𝕕 𝔽𝕠𝕣 𝟟 𝕕𝕒𝕪𝕤 𝕥𝕠 𝕕𝕚𝕖 ¸„.-•~¹°”ˆ˜¨ 🎀 𝐹𝑒𝒶𝓉𝓊𝓇𝑒𝓈 🎀 ¨˜ˆ”°¹~•-.„¸ • ℍℙ/𝕊𝕥𝕒𝕞𝕚𝕟𝕒 𝔾𝕠𝕖𝕤 𝕦𝕡 𝕥𝕠 𝟜𝟘𝟘 •𝔽𝕠𝕣 𝕖𝕧𝕖𝕣𝕪 𝕝𝕖𝕧𝕖𝕝 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟, 𝕪𝕠𝕦𝕣 𝕘𝕒𝕞𝕖-𝕤𝕥𝕒𝕘𝕖 𝕚𝕤 𝕚𝕟𝕔𝕣𝕖𝕒𝕤𝕖𝕕 𝕨𝕚𝕥𝕙 𝟚.𝟜 𝕚𝕟𝕤𝕥𝕖𝕒𝕕 𝕠𝕗 𝕥𝕙𝕖 𝟙.𝟚 𝕪𝕠𝕦 𝕘𝕒𝕚𝕟 𝕚𝕟 𝕧𝕒𝕟𝕚𝕝𝕝𝕒. •𝕋𝕙𝕖 𝕡𝕝𝕒𝕪𝕖𝕣 𝕊𝕥𝕒𝕣𝕥𝕤 𝕨𝕚𝕥𝕙 𝟜 𝕊𝕥𝕒𝕣𝕥𝕖𝕣 𝕂𝕚𝕥𝕤 • 𝕟𝕖𝕨 𝕝𝕚𝕤𝕥 𝕠𝕗 𝕫𝕠𝕞𝕓𝕚𝕖𝕤 𝕒𝕟𝕕 ℍ𝕠𝕤𝕥𝕚𝕝𝕖 𝔸𝕟𝕚𝕞𝕒𝕝𝕤 • ℝ𝕖-𝕕𝕠𝕟𝕖 𝕙𝕠𝕣𝕕𝕖-𝕟𝕚𝕘𝕙𝕥𝕤/𝕤𝕝𝕖𝕖𝕡𝕖𝕣𝕤/𝕤𝕔𝕣𝕖𝕒𝕞𝕖𝕣 𝕙𝕠𝕣𝕕𝕖𝕤 • ℂ𝕦𝕤𝕥𝕠𝕞 𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘 𝕙𝕠𝕣𝕕𝕖𝕤 • 𝕥𝕙𝕖 𝕔𝕒𝕟𝕕𝕪 𝕚𝕤 𝕔𝕣𝕒𝕗𝕥-𝕒𝕓𝕝𝕖 𝕟𝕠𝕨 (𝕥𝕠 𝕦𝕟𝕝𝕠𝕔𝕜 𝕚𝕥 𝕪𝕠𝕦 𝕟𝕖𝕖𝕕 𝕄𝕒𝕤𝕥𝕖𝕣 ℂ𝕙𝕖𝕗 𝕋𝕙𝕚𝕣𝕕 𝕡𝕖𝕣𝕜) •𝔸𝕝𝕝 𝕥𝕙𝕖 𝕡𝕣𝕠𝕘𝕣𝕖𝕤𝕤𝕚𝕠𝕟 ℙ𝕖𝕣𝕜𝕤 𝕃𝕠𝕔𝕜𝕖𝕕 𝕨𝕚𝕥𝕙 ℙ𝕝𝕒𝕪𝕖𝕣 𝕃𝕖𝕧𝕖𝕝 •𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕥𝕥𝕣𝕚𝕓𝕦𝕥𝕖 (𝔸𝕕𝕧𝕒𝕟𝕔𝕖𝕕 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕪) • ℕ𝕖𝕨 ℂ𝕦𝕤𝕥𝕠𝕞 𝔽𝕠𝕠𝕕/𝔻𝕣𝕚𝕟𝕜𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙 𝕋𝕚𝕖𝕣 𝕘𝕦𝕟𝕤 𝕒𝕟𝕕 𝕥𝕠𝕠𝕝𝕤 • 𝔸𝕕𝕕𝕖𝕕 ℝ𝕖𝕤𝕖𝕒𝕣𝕔𝕙 𝕊𝕪𝕤𝕥𝕖𝕞 •𝔹𝕒𝕤𝕚𝕔 𝕊𝕦𝕣𝕧𝕚𝕧𝕒𝕝 𝕙𝕒𝕤 𝕓𝕖𝕖𝕟 𝕤𝕙𝕠𝕣𝕥𝕖𝕟𝕖𝕕 𝕥𝕠 ℂ𝕣𝕒𝕗𝕥𝕚𝕟𝕘 𝕪𝕠𝕦𝕣 𝔹𝕖𝕕-ℝ𝕠𝕝𝕝 𝔸𝕟𝕕 𝕡𝕝𝕒𝕔𝕚𝕟𝕘 𝕚𝕥 𝕕𝕠𝕨𝕟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕔𝕣𝕒𝕡 𝕋𝕚𝕖𝕣 𝕥𝕠𝕠𝕝𝕤 𝕒𝕟𝕕 𝕨𝕖𝕒𝕡𝕠𝕟𝕤 • 𝔸𝕕𝕕𝕖𝕕 𝟙𝟚 𝔾𝕖𝕟𝕖𝕣𝕒𝕥𝕖𝕕 𝕄𝕒𝕡𝕤 𝕨𝕚𝕥𝕙 ℂ𝕠𝕞𝕓𝕠-𝕡𝕒𝕔𝕜 𝟜𝟟 • 𝔸𝕕𝕕𝕖𝕕 𝕊𝕥𝕒𝕚𝕟𝕝𝕖𝕤𝕤 𝕤𝕥𝕖𝕖𝕝 𝔸𝕟𝕕 𝕋𝕚𝕥𝕒𝕟𝕚𝕦𝕞 𝔹𝕝𝕠𝕔𝕜𝕤 • 𝕔𝕙𝕒𝕟𝕘𝕖 ℕ𝕚𝕘𝕙𝕥 𝕧𝕚𝕤𝕚𝕠𝕟 𝔾𝕠𝕘𝕘𝕝𝕖𝕤 𝕔𝕠𝕝𝕠𝕣 𝕗𝕣𝕠𝕞 𝕘𝕣𝕖𝕖𝕟 𝕥𝕠 𝕣𝕖𝕕 • 𝔸𝕕𝕕𝕖𝕕 ℍ𝕚𝕘𝕙𝕖𝕣 𝕋𝕚𝕖𝕣 𝔽𝕠𝕣 𝕙𝕖𝕒𝕧𝕖 𝕒𝕟𝕕 𝕃𝕚𝕘𝕙𝕥 𝔸𝕣𝕞𝕠𝕣 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 𝕣𝕖-𝕤𝕥𝕠𝕔𝕜 𝕖𝕧𝕖𝕣𝕪 𝟛 𝕕𝕒𝕪𝕤 • 𝕋𝕣𝕒𝕕𝕖𝕣𝕤 ℕ𝕠𝕨 𝕚𝕤 𝕕𝕖𝕤𝕥𝕣𝕦𝕔𝕥𝕚𝕓𝕝𝕖 𝕒𝕟𝕕 𝕆𝕡𝕖𝕟 𝕒𝕝𝕝 𝕥𝕙𝕖 𝕥𝕚𝕞𝕖 • 𝔸𝕕𝕕𝕖𝕕 𝕟𝕖𝕨 𝔸𝕞𝕞𝕠 𝕒𝕟𝕕 𝕖𝕩𝕡𝕝𝕠𝕤𝕚𝕧𝕖 𝕥𝕪𝕡𝕖𝕤 𝕤𝕡𝕖𝕔𝕚𝕒𝕝 𝕥𝕙𝕒𝕟𝕜𝕤 𝕥𝕠 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 , 𝕏𝕪𝕥𝕙 , 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 , 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟 , 𝕋𝕖𝕝𝕣𝕚𝕔 , 𝕄𝕪𝕥𝕙𝕚𝕩 ,𝕎𝕒𝕣𝟛𝕫𝕦𝕜 , 𝔹𝕒𝕣𝟘𝕥𝕙 𝕗𝕠𝕣 𝕥𝕙𝕠𝕤𝕖 𝕘𝕣𝕖𝕒𝕥 𝕞𝕠𝕕𝕝𝕖𝕥𝕤 : • 𝕓𝕕𝕦𝕓𝕪𝕒𝕙 -𝔹𝕕𝕦𝕓𝕤 𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝕤 • 𝕏𝕪𝕥𝕙 -ℂℂ𝕋𝕍 • 𝕁𝕒𝕩𝕋𝕖𝕝𝕝𝕖𝕣𝟟𝟙𝟠_ℂ𝕒𝕣ℝ𝕖𝕤𝕡𝕒𝕨𝕟𝕖𝕣 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟛𝕊𝕝𝕠𝕥𝔽𝕠𝕣𝕘𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟙𝟚ℂ𝕣𝕒𝕗𝕥ℚ𝕦𝕖𝕦𝕖 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝟡𝟞𝔹𝔹𝕄 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℍ𝕠𝕣𝕟𝕖𝕥 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕂𝕚𝕝𝕝𝕋𝕣𝕒𝕔𝕜𝕚𝕟𝕘 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -𝕃𝕠𝕔𝕜𝕒𝕓𝕝𝕖𝕀𝕟𝕧𝕊𝕝𝕠𝕥𝕤 • 𝕂𝕙𝕒𝕚𝕟𝕖𝔾𝔹 -ℙ𝕚𝕔𝕜𝕦𝕡ℙ𝕝𝕒𝕟𝕥𝕤 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕙𝕦𝕕 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-𝕊𝕄𝕏𝕝𝕚𝕓 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝔹𝕝𝕠𝕠𝕕𝕄𝕠𝕠𝕟𝕍𝕖𝕙𝕚𝕔𝕝𝕖𝔹𝕦𝕤𝕥𝕖𝕣 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕊𝕔𝕠𝕦𝕥𝕤𝕄𝕠𝕕 • 𝕄𝕪𝕥𝕙𝕚𝕩-𝕎𝕒𝕟𝕕𝕖𝕣𝕚𝕟𝕘ℍ𝕠𝕣𝕕𝕖𝔾𝕊𝕡𝕒𝕥𝕔𝕙 • 𝔹𝕒𝕣𝟘𝕥𝕙-𝔹𝔸ℝ𝟙𝟡-𝔾𝕊𝔻𝕚𝕗𝕗𝕚𝕔𝕦𝕝𝕥𝕪 • 𝕎𝕒𝕣𝟛𝕫𝕦𝕜-𝔼𝕩𝕥𝕣𝕒 𝔻𝕖𝕔𝕠 𝕆𝕣𝕖 • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ • 𝕊𝕚𝕣𝕚𝕝𝕝𝕚𝕠𝕟-ℤ𝕄𝕏𝕙𝕦𝕕ℂℙ𝕋ℍ𝔹 Download link For manual installation Social Media Twitter Discord Server
  11. All Night Gamers - Undead Legacy I PvE Come on down and have some all night fun! General Server IP: 63.251.42.226 Game Port: 17470 Game Version: A 19.6 (b6) Undead Legacy Version: 2.4.28 Difficulty: Survivalist Basic 24 Hour Cycle: 90 Minutes / Daylight Length: 18 - Default daytime: 4:00 Max Zombies: 100 Max Animals: 50 Advanced Player/ AI Block Damage: 100% Loot Abundance: 100% / Re-spawn Time: 30 Days Drop on Death: Everything/ Drop on Quit: Nothing Blood Moon Count: 8 Multiplayer PvE only - No Killing Claim size: 51 Blocks/ Claim Duration: 7 Days Rules PvE only No active base raiding, don't claim a POI, build close to a trader and don't build or within 200 blocks of any city. Respect other players and the admins.
  12. Vampiricon's DAY of the DEAD mod pack for 7 Days to Die V19.6 Inspired by George Romero's awesome trilogy: Night of the Living Dead / Dawn of the Dead / Day of the Dead * version 4.1 now available * When there is no more room in Hell - the Dead will Walk the Earth ! The intent of this mod is to create a George Romero Day of the Dead zombie world with a much higher population of regular zombies. Burnt zombies, Spider zombies, Animal Zombies, and other zombie types that do not fit the Romero-world have been removed. The overall population and variety of regular zombies has been substantially increased, with growing zombie Hordes occurring every 4 hours. In the Romero tradition, you will need to focus on taking them out with headshots, since they are more resistant to damage elsewhere. You will have plenty of extra firepower, with an armada of over 60 new weapons and 30 new vehicles, as well as increased chances of finding ammo and explosive munitions. Each new player is given a Starter Crate with guns, ammo and supplies to help survive the first few days. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- YES this mod is compatible with SMX UI - download the available patch from the Files section. The game will still work fine without the patch. But the patch allows you to see the 3 additional menu options (Land Claims, Max Zombies, Max Animals) which are not available in SMX. SMX UI is highly recommended. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You will most likely need to start a new game with this mod. Saved games for DOTD V3.1 and prior will not work. Tested on Alpha 19.6. Fully compatible with LAN and Internet multi-play. Fully compatible with Client installations and Dedicated Server installations. Does not work with EAC Enabled. You must disable EAC in the 7DTD Launcher. NO this mod will NOT work with other major overhauls like Darkness Falls or War of the Walkers. View the Installation file for specific instructions. The mod must be installed manually. There is a separate Install for Clients and Dedicated Servers. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download Links: Client Install for V19.6 : https://drive.google.com/file/d/14thJNL7GI2q6KFsizYxIbe7TOwctRo_r/view?usp=sharing Fully tested and working. Dedicated Install (BETA) for 19.6: https://drive.google.com/file/d/1glJE_UHQUuQeHgiAdh4G2_Qnen7Wffuf/view?usp=sharing NOTE: Dedicated Install not fully tested. Please let me know if you have any issues. SMX Patch : https://drive.google.com/file/d/13x8XJP9tpBHiqoaiOE_9rwEJqHChKoVx/view?usp=sharing Use this patch if you use SMX UI. Day of the Dead is fully compatible with SMX. This patch simply allows you to see the 3 extra menu options (Land Claims, Max Zombies, Max Animals). Key Features of Mod Pack: There is a major overhaul to the zombie population so it is more like a George Romero world.George Romero zombies do not run or scale vertical walls like insects.They shamble, they walk, they jog, they can move a bit quicker when aggressive. But not sprint or run.This mod purposely moves away from the zombies you find in 28 Days Later or World War Z.Zombies can only be killed by headshot or smashing the head or by extreme damage to the body.And most of all, they are found in large numbers, to slowly but surely swarm and surround you.....Zombies that do not fit Day of the Dead have been removed: - Burnt zombies- Spider zombies- Fat Cop zombies- Wight zombies- Animal zombiesGeneral zombie population is increased by a factor of 7X and more variety has been added to all Biomes and Zombie Groups. - There are a lot more regular zombies in Cities, Towns, Villages, POIs, and all Wilderness areas.- Much more variety has been added to zombie groups, so that more zombie types appear across the different biomes. - There is a small chance of encountering Feral, Radiated and Legendary zombies in early stages for added challenge.Wandering Horde settings:- Wandering Hordes will start from midnight on Day 2 to give you a little breathing room.- Wandering hordes start at 10 zombies on Level 1 and gradually increase as the Game Stage increases. - By Game Stage 50 you will reach 25 zombies per horde.- By Game Stage 150 you will reach 50 zombies per horde. - Hordes will then increase by 5 zombies every 100 Game Stages until it peaks at 75 zombies.- As the Game Stage increases further you will get more Feral, Radiated and Legendary zombies in the Horde.- Horde Frequency is still every 3 hours.- The game's AI director can be hit-and-miss with Horde generation. - The Horde may find you or it might just miss you or may not appear at all. It can vary. - It depends what you are doing, your heat map, whether your location has changed, or how noisy you are. - Sometimes the Horde will be instructed to wait 1 hr, sometimes 12 hours, and sometimes will not appear at all.Zombie jump distance has been slightly increased. - Zombies can climb ladders, climb each other, and jump a little higher. - They can stack on top of each other to reach areas 3 or 4 zombies high. - They can actually reach quite high places and roof areas, refer to the mod screen shots for examples. - Spider zombies that scale high vertical walls have been removed. Feral and Radiated zombies still start appearing as the Game Stage and difficulty increase, but they have been modified. Difficulty progression tier is still Normal --> Feral --> Radiated --> LegendaryFeral zombies:- Health, Aggression speed burst and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Normal zombies and more experience earnt. Radiated zombies:- Their regeneration capability has been removed, so they no longer heal on their own. - They still heal if they bite you.- No longer appear in a radiated mesh. - They will either have green glowing eyes only (about 30% of the models allow for separate eye mesh) - or just look like Ferals with orange eyes (for the remainder) - Health, Aggression Speed burst, and Pain Resistances have been lowered. - Consequently the Experience Earned is also reduced. - Still tougher than Feral zombies and more experience earnt. - Legendary zombies:- Added into the general population for later game stages.- There are three: Legendary Lab zombie Legendary Business Man zombie Legendary Utility Worker zombie- These are higher challenge zombies to replace zombies like the Fat Cop and Wight which have been removed.In true Romero tradition - Zombies only take full damage from headshots. - You can still slow them down, knock them over, knock them back, burn them, dismember limbs, and even kill them through body damage.  But they are much more resistant and take minimal damage to the body unless dismembered. - You will only get full value for weapon damage through headshots. - If you get a clean head shot you have a high possibility of the head exploding for an instant kill. - You also get a 200% bonus to your starting dismemberment chance for all weapons. There are lots of additional guns and ammunition available to assist you. - Over 60 new military weapons including pistols, shotguns, rifles and SMGs. - 2 flamethrowers, wide and narrow bursts.- New Concussion grenades, shock grenades, shock arrows and show bolts.- Significant improvements to automated gun Turrets.- Junk Turrets easier to craft. - Junk Turrets have increased range, coverage and awake distance.- Deploy up to 6 active Junk Turrets. 1 to start with (find the recipe!) and gain an extra 5 via Robotics Inventor skill.- 4 new automated Turret types (including M60 and Sniper variants) built from a separate Turret Workbench.When starting a new game, players will have a Starter Crate filled with gear to help you get started. 1 Rifle with 600 rounds of ammo 1 Pistol with 100 rounds of ammo 4 Molotov's 2 Concussion Grenades, Shock Grenades, and Dynamite Sticks. 5 Repair kits Random Medical and Food supplies All players receive the following bonuses by default. Bonus damage for clean head shots with increased chance of the head exploding. This will stack with existing Perks/Skills. 200% bonus increase to base Dismemberment chances. This will stack with existing Perks/Skills and impacts ALL weapon types. The base level experience required to go up a level has been increased from 10000 to 15000 due to all the extra zombies. Otherwise you will level too quickly and experience stronger zombies before you are ready. The following existing explosive ordinance have been tweaked to be more effective against zombies in DOTD. - Entity damage has been increased with additional head damage bonus. - Explosive radius has also been slightly increased. So try not to blow yourself up.- Rockets - HE and Frag - Grenade - Contact and Timed - Dynamite - Molotovs - PipebombsNumerous other enhancements: - 2 skill points per level instead of 1. - HUD updated to display Health, Food, Water, Temperature, Elevation, Zombie kill counter and Death counter. - Multiple Land Claims (selectable from Game Start menu). - Reduced night ambience to make it darker, with medium layer of fog. Slightly darker inside. - Added 26 new vehicles. - Added 4 new motorcycles. - Added 60 slot backpack. - Added craftable log spikes. - All animals and animal zombies removed except Rabbits and Chickens which are basically invulnerable. - Raw animal materials now available from all Traders. - Added ability to pick up plants with E. - Additional craftable doors. - Additional decorations. - Added Iron Gates. - Added Paintings and Posters. Zombie Speed and Number Settings You can still configure the zombie speeds and numbers as you desire. But for a Day of the Dead experience, recommended settings are provided.This basically means no running zombies, as you find in 28 Days Later and World War Z. These settings are all found on the Basic tab when you start a game. For servers you have to configure these settings in the serverconfig.XML. Recommended Settings: Zombie Day Speed WALK Zombie Night Speed JOG Feral Zombie Speed JOG Blood Moon Zombie Speed JOG or RUN Maximum Zombies 100 - 150 Maximum Animals 25 Blood Moon is available. You can turn it on or off as desired. I turn it on for a little bit of variety in the Gameplay - and set the Zombie speed to RUN only on Blood Moon night. All zombie speeds are available (Walk, Jog, Run, Sprint, Nightmare) But recommended settings are provided above for a Day of the Dead experience. There is a reminder on the Menu screen when you play the game.What is new in Version 4.1 ? - Updated for 7DTD V19.6 compatibility. - Added Sam's Special Ammo (Shock Grenade, Concussion Grenade, Shock Arrow, Shock Bolt). - They have also been added to Loot Tables and Zombie Drops. - Added Doughphunghus's buff sounds which provides additional zombie noises. - Enhanced Pipe Bombs to be more effective against zombies. - Updated the Starter Kit. - Changed starting Rifle to ACW-R, and starting Pistol to P226 for variety. - Added 2 each of the new concussion and shock grenades. - Added 2 sticks of dynamite. - Added compatibility patch for SMX Menu UI so that you can see the additional settings: - Land Claim Count / Max Zombies / Max Animals - They have been added to the general tab - Changed Wandering Hordes from every 4 hours back to every 3 hours. - Wandering Hordes are very hit-and-miss. Sometimes they spawn, sometimes they do not. Sometimes they wait 1 hour and sometimes 12 hours. - KhaineGB is aware of the issue and is looking into it. - Increased wilderness spawns from 5X back to the original 7X since you now have more chance to find Guns & Ammo & Explosives. - Proportional increase to the Ammunition amounts found in Loot and Zombie Drops to balance the additional zombies.* For a full history on changes, refer to the Version History TXT file. Installing V4.1 for existing users If you have an existing version of Day of the Dead (for those on V3.2 or older): First delete any of the existing Day of the Dead mod folders from within your 7DTD "Mods" folder. View the UNINSTALL README for instructions. Or just clean out your whole Mods folder if you only use my mod pack. Do not apply the update over the top. Delete the old versions from the mod directory first. Note: You do not need to do anything with this folder: 7DaysToDie_Data\Managed Then install V4.1 as per instructions.Weapons Introduced by Skyriss's Vanilla Firearms Extended: Pistols: M1911 Mark 23 Glock 17 Makarov TEC-9 P250 Walther P99 USP .45 revolver 9mm revolver Desert Eagle in 44 mag Shotguns: RSX-1 Semi auto shotgun Single barrel shotgun Rifles: M1 carbine in 9mm SKS Ak-101 AR15 HK416 G36C SVD SCAR-H SCAR-L SG-553 Sporting Rifle (5.56x45mm bolt action) Varmint Rifle (9mm bolt action) SMGs: AKS-74u Vz 62 Skorpion Micro UZI Mac-11 UMP-45 PP-19 Skorpion Weapons Introduced by Smadol's Firearms Expansion: Colt38 (T0 pistol) Beretta NANO (T0 pistol) Colt1911 (T1 pistol) P226 (T1 pistol) Glock40 (T2 pistol) H&K USP (T2 pistol) VZ61 Skorpion (T0 smg) Mac10 (T1 smg) KRISS Vector (T2 smg) Winchester (T1 shotgun) SPAS-12 (T2 shotgun) KSG-12 (T3 shotgun) M1 Garand (T1 semiautomatic rifle) SR25(T2 semiautomatic rifle) JNG90 (T2 bolt-action rifle) M98 (T3 bolt-action rifle) FNFAL (T1 assault rifle) M16(T1 assault rifle) ACW-R(T1 assault rifle) FNSCAR (T2 assault rifle) M4-A1(T2 assault rifle) ARX-160(T2 assault rifle) M240(T3 machine gun) ONLY T0 AND T1 WEAPONS CAN BE CRAFTED, THE OTHER ONES CAN ONLY BE FOUND IN LOOT OR BOUGHT FROM TRADERS.Beretta M9 and Beretta M92 are available only in cheat mode because they are the same weapon as the vanilla pistolSpecial Weapons: M134 Minigun can be found only in military boxes (2% chance), this weapon has the highest DPS of the game but will drain your ammo supplies and will slow you down while holding it. Flamethrower a special anti-horde weapon, it's governed by the perk advanced engineering, can use motor tool mods and gas can as ammo. This weapon can be crafted after reading the schematic or found in destroyed workbenches (2% chance). Railgun a special hi-tech weapon for the intellect class, it's governed by the perk electrocutioner and uses iron dart as ammo. This weapon can be crafted after reaching electrocutioner level 5 or found in secret hidden stashes (2% chance). M82 Barrett a heavy 50 cal sniper rifle with a insanely high dismember chance that can use only special .50 bmg bullets and the variant Incendiary and Armor-Piercing. This weapon can be found only in military boxes (2% chance) and came with its own scope that can be replaced by 8x scope. M1A2 Thompson Old and legendary Automatic Submachine Gun that uses 9mm Ammo. Holding this weapon while wearing a full suit and a press hat will grant you a 40% bonus buying and selling goods. This weapon can be found only in gun safes (2% chance). AA12 this full automatic shotgun has massive damage output and a strong recoil. Found only in gun safe (2% chance). M79 GL40 a small grenade launcher less powerful than a rocket launcher but also more handy and easy to use. This weapon is craftable after reading the schematic and can be found in loot or bought from traders, uses 40 mm grenade ammo. Telric's Flamethrower: Smaller Arc, more concentrated, slightly longer distance, governed by the perk advanced engineering Vehicle Introduced by Bdubyah's Vehicles Box Truck: 4 seater. Slow. Bad fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 4 BRDM-2: 6 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Buggy: 2 seater. Very quick. Great fuel mileage. 4x4 storage. Grease Monkey 4 Charger: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Cruiser: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Dirt Bike: 1 seater. Very quick. Excellent fuel mileage. Bicycle storage. Grease Monkey 3 Duster: 2 seater. Slow. Okay fuel mileage. Gyro storage. Grease Monkey 5 GNX: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Golf Cart: 2 seater. Slow. Excellent fuel mileage. Minibike storage. Grease Monkey 2 Hot Rod: 2 seater. Very quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Humvee: 4 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Junker: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 Marauder: 2 seater. Quick. Bad fuel mileage. 4x4 storage. Grease Monkey 5 MD-500: 4 seater. Quick. Okay fuel mileage. Gyro storage. Grease Monkey 5 MRAP: 4 seater. Slow. Okay fuel mileage. 9 slots more than 4x4 storage. Grease Monkey 5 Nova: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Pickup: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Rat: 1 seater. Quick. Excellent fuel mileage. Motorcycle storage. Grease Monkey 3 SHERP: 4 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 Stallion: 2 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UAZ 452: 6 seater. Slow. Okay fuel mileage. 4x4 storage. Grease Monkey 4 UH-60: 6 seater. Quick. Okay fuel mileage. 4x4 storage. Grease Monkey 5 Willy Jeep: 2 seater. Quick. Good fuel mileage. 4x4 storage. Grease Monkey 4 Work Truck: 2 seater. Slow. Good fuel mileage. 4x4 storage. Grease Monkey 4 All vehicles are balanced to compare to vanilla. Parts can be crafted, found in loot, or bought from traders. There is also now a Mechanic trader with his own custom POI! It is protected like a normal trader, but can not be used for quests Motorcycles Introduced by MOO:Chopper Sports Bike Harley Dirt Bike Detailed Junk Turret Modifications: You can have up to 6 Junk Turrets working concurrently (requires perkTurrets skill for robotics). You can use 1 Turret to start with (if you find the recipe) and 1 extra Turret per robotics level (perkTurrets). Improved accuracy. Firing range increased from 15 to 30 metres. Angle of fire increased from 70 degrees to 120 degrees for larger coverage (horizontal and vertical). Magazine size set to 2000 rounds. For the Robotics Inventor skill, the range at which Turrets remain awake has been pushed. From (10,14,15,16,17,18) blocks to (30,34,38,42,46,50) blocks. Recipes have been included to make it very easy to craft the Turrets and the ammo for them. There is also a very simple recipe for a Workbench. None of these require a schematic but you will need Robotics Inventor skills to have 5 extra Turrets. Changes to Animal Population:I have decided to remove the animal butchery part of the game, so you can focus on zombie killing instead.I am not interested in that side of the game, I play to shoot zombies not kill helpless animals. All animals have been replaced by a standard zombie, except Rabbits and Chickens which are basically invulnerable and offer no experience for killing.To compensate, animal raw materials are now available from the Traders at any time for purchase, as well as you starter kit. Compatibility with other mods: The mod is largely designed as a stand-alone pack.However you should be able to use other mods, depending on what the MOD does: Any mod that adds new features should be fine Any mod that adjusts things that I do not adjust should also be OK You should avoid using any of the mods that are already used within this pack, as this will potentially cause conflict. This mod does change things in relation to entitygroups, entityclasses, spawning, blocks and several other XML files. The changes mostly relate to zombie behavior, zombie numbers, zombie types, etc.There are also a number of minor UI adjustments. I would avoid anything that adjusts zombie behavior mainly.Otherwise, use discretion and keep an eye on the log (F1) for compatibility issues during loading.With vanilla 19.5 and my mod installed, there are no errors in the log during start up.You may see Mesh/Map related errors *just* prior to entering the game but these are nothing to do with my mod.Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. This includes overhauls like Darkness Falls and War of the Walkers.>> Feedback is that the SMX UI mod works OK <<Endorsements: This mod has been made for your enjoyment - no profit. However if you enjoy playing this mod, please endorse. Any allocated % of the overall donation pool will go to the Wildlife Conservation Society. Many thanks!Credits: Below are the packs I have utilised in the Day of the Dead mod. Some of these mods have been modified from the original.A very big thanks to those who have worked on the mods below, without your efforts this mod would not exist !!!!!!! Please let me know if I have missed anyone. - All features from KhaineGB's Romero Mod - REV6:7-8 reality check - Shock's 2 skills per level mod - Sykriss's Vanilla Firearms Extended - Smadol's Firearms Expansion 4.3 - Bdub's Vehicles - Hesbic Gun Turret mods - fatrap's Junk Turret modifications - Almonds Turret Mod - IceBurg's Craft Doors - sLimLong's Decorations Plus - TelricsFlamethrower - TelricsIronGates - Ztensity's Paintings & Posters - Jax's Wilderness Spawn increase - Khelldon's Starter Crate - Scomar82's HUD Notes on Vanilla Firearms: I have fixed the issues with Sykriss's Vanilla Firearms Extended mod which seems to be for Alpha 18 only. You should see all weapons and ammo in dropable loot, and the AK101 is fixed. Installation: Please refer to the README.TXT. Manual installation only. It is recommended that you clear out any existing mods to start with. Do not use any of the above mods listed in the credits. Modified versions are included with this pack. Bugs and Feedback:Feedback welcome. Please report any bugs.FAQ:How do I install this MOD? Download the appropriate MOD file - CLIENT or DEDICATED SERVER. You need WINZIP or 7ZIP or similar application to open the MOD file. Extract the MOD file directly into your "7 DAYS TO DIE" directory. Select Y when prompted to overwrite 1 file. The files will all go to the correct location. Follow the INSTALL guide for more information.What Version of 7DTD do I need? This mod will only work on Alpha 19.6.What Installation Version of the MOD do I need? If you are using a DEDICATED SERVER install then use the DEDICATED SERVER installation.For all other instances (SINGLE PLAYERS / LAN or NETWORK PLAYERS ) use the CLIENT installation.Is this mod pack compatible with existing Save Games? The short answer is no - If you have never used the Sphere II core mod before then you will have to start a New Game / New World. If you upgrade to DOTD V3.2 from an older version then you will also have to start a New Game. It is also recommended that once you start playing - you keep your Saved Games associated with this mod.Does this mod support multiplayer? Yes. This mod fully-supports multiplayer. For dedicated server installs, you need to install the Server version of the mod. Just make sure everyone installs the mod.If someone connects to my DOTD game, will they automatically receive the files? No. Harmony files will not get pushed automatically. Everyone involved in the game must manually install the files first: Clients and Dedicated Servers.Can I run this on a dedicated server installation? Yes. Install the Dedicated Server version of this mod instead.Is this mod pack compatible with other mods? This mod pack is largely designed as a stand-alone pack. You should avoid using any of the mods that are used within this pack. Since I have modified most of the 3rd party mods I have used, you should use the versions provided here. This mod pack changes things in relation to entitygroups, entityclasses, spawing, blocks and many other files. So you should avoid mods that change zombie behaviour, zombie numbers, zombie types, junk turrets, etc. Any mods that do a major overhaul of gameplay are likely **not** to be compatible either. --> It will not work with overhauls like Darkness Falls and War of the Walkers. <-- HOWEVER If you are using other mods that add new things, and do not fiddle with the above, then you should be fine. Use discretion and keep an eye on things in the log using F1. What happens if I see errors in the log F1 ? If you are using my mod pack alone you will see NO ERRORS in F1 as the game loads, except for the map/mesh errors that are shown right before you start. These are not due to this mod, but the map you are using, and nothing to worry about. If you do see errors, this is most likely because you are using a conflicting MOD or you are not on the correct version of 7DTD.What files are modified during installation? The Romero mod adds or overwrites the following files in the 7DaysToDie_Data\Managed folder:0Harmony.dllAssembly-CSharp.dll <- For most people this is the only file that will be overwrittenDMT.dllMods.dll All other changes are new folders in the Mods directory.Can I adjust the Wandering Horde settings ? It is not recommended that you change these any more. The current settings are designed to provide a difficulty curve now, in line with the rest of the game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Single User / Client machine ? These settings are all available in the Start or Continue menu tabs when starting a game.How do I apply the recommended Zombie Speed and Zombie Number settings for a Dedicated server ? The following settings are all available in the Start or Continue menu tabs for the Single Player game.For dedicated clients this all needs to be configured in your SERVERCONFIG.XML files.Read the SERVERCONFIG.XML for more information.These are the settings recommended for DOTD. ( 150 / 25 zombies and walk / jog / jog / run ) <property name="MaxSpawnedZombies" value="150" /> <property name="MaxSpawnedAnimals" value="25" /> <property name="ZombieMove" value="0" />  <property name="ZombieMoveNight" value="1" /> <property name="ZombieFeralMove" value="1" /> <property name="ZombieBMMove" value="2" />
  13. I tried to add a new shape to the game. changed the shapes.xml <CollectorsHeaven> <append xpath="/shapes"> <shape name="sockel"> <property name="Path" value="solid"/> <property name="Shape" value="New"/> <property name="Model" value="#@modfolder:Resources/Artifacts.unity3d?Vase"/> <property name="CustomIcon" value="shapeCube0.75m"/> <property name="ShapeCategories" value="DECO"/> <property name="MaterialHitpointMultiplier" value="1"/></shape> </append> </CollectorsHeaven> and the new shape is in the shape list, but when i try to place it an "NullReferenceException: Object reference not set to an Instance of an object" appears. what do i miss? do I need a different Unity Tag for shapes? or is this even possible? maybe someone has allready some expirience with shapes and can help me with this... Thanks!
  14. Welcome to the Winterween Project by sphereii and xyth, the unholy combination of Winter Project and the ancient spirit of Valoween! Not wanting to miss an alpha, we've combined two of the most dramatic mods into a single mod for Alpha 19 for a special Halloween treat. Steel your nerves. Steady your hands. Keep your wits about you, and you just may survive Winterween... We invite you to explore Winterween and challenge yourself to find all of its dark secrets. Keeping with the spirit of the discovery of the sphereii-mentals, please be mindful of posting potential spoilers. Thank you to the following Modlet creators who helped shape out the world with their modlets: JaxTeller718 for his increased biome zombies, and wandering hordes. Riles for Riles' HUD Plus UI Ragsy for the custom vehicle. Recommended: 12G of RAM or higher. Required: Alpha 19.2 Special thanks goes to Mumpfy for his texturing work. Installation Instructions: For the 7D2D Mod Launcher (Recommended): Click on sphereii-mental, then Winterween. For manual installation and Dedicated Servers: Download https://github.com/SphereII/Winter-Project-A19/archive/master.zip and extract in-place, over writing what is there. Clients can ignore the 7DaysToDieServer_Data folder. Likewise, Servers can ignore the 7DaysToDie_Data folder. For players with less than 12G of RAM, a work around is possible by removing the following folders (or deleting their ModInfo.xml: Mods\winter zeds blue Mods\winter zeds white Mods\WinterSkins Those will reduce memory consumption, but you will not get the special re-texturing. NOTE: We are currently investigating and issue with RWG not generating worlds correctly. Prefabs are either sunk too deep and not filled to terrain, or giant mountains of snow instead of prefabs. Navezgane, Pregen Worlds, and Nitrogen worlds seem to work.
  15. This is a simple mod. I have edited the spawning xml file. Where the spawning file is used we should see 10 times the number of zombies. It appears to affect ambient zombie amounts, roaming hordes and blood moon hordes. POIs seem unaffected. Animal spawns are unchanged. I have played/tested to day 18 without crash or issue so it should be all good, though this is my first attempt at modding. To install, download the file. Replace the file spawning.xml in the config folder ( for me that is C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Config ). I suggest saving a copy of the orignal spawning.xml file as a backup. I recommend setting AI block damage to 25%. If there is sufficient interest I can upload the other two files I made for 3 times and 30 times spawn, though 10 times was the sweet spot for me. spawning.xml
  16. So throughout the games we get and make better stuff while our weapons remains the same except mod changes. My idea is after a weapon hits a certain level it can evolve like the pipe weapons aren't really good but what is after level 5 or 10 it becomes a steampunk weapon and gets more accurate or if scrap boots become bunker boots and have more defense or such and so on. It would make longer games more fun and have more weapon mods that could be more stylized. It can even make some of the older gear more useful like the blunderbuss becoming a mini cannon so no weapon or gear becomes forgotten.
  17. First of all I am loving Alpha 20 experimental so far. But playing with a friend we came across a couple of issues as is to be expected and no big deal. Just giving a heads up. 1) There was a police station attached to a 4Ever video. This POI was right beside the traders, I mean... right beside it. So much so that the trader border limit was going halfway through the Police station. This meant a couple things, it meant we couldn't break the loot boxes to get the loot, we couldn't break the cages to get the armor containers. But the biggest thing is it also meant that one room in particular(the one which you pick up the key) all you had to do was close the door and zombies would never be able to break the door or even the glass. It made it a completely impervious room. Easy horde night anyone? 2) The second game breaking glitch we encountered was: My friend and I were working on a shared mission, we came to the POI and he started to loot some garbage on the ground. While he was doing that action I pressed the confirm on the start mission exclamation. This completely busted my friend, he couldn't loot anything anymore, he could interact with doors. But he could no longer loot anything from any container anywhere. 3) The third issue I am noticing is just a graphical nuisance. When it is night time and everything is dark, the blackness level starts to flicker a little bit. Standing still if I move to the right or the left the blackness will get even darker and sometimes it gets very painful on the eyes. At first I thought my graphics card was going, but then I noticed it happening for some Youtubers as well.
  18. -=TacticalAction=- Hello everyone, I'm from china, and not good as English. About this mod plese see the video : https://www.bilibili.com/video/BV12X4y1M7r6 This mod add a lot of guns and gun mods to the game. Right now, you can use EOTechG33 + AimpointM3 + PVS22 three scopes on one weapon. Or, ACOG_ECOS + PVS22, Or just G33 + PVS22, without Reticle. All those scopes use "C" or "Ctrl"key to change state. There have many other things in this mod. And the best, a huge display of fireworks. Noted LavenderManor : when you planted Lavenders, they have a chance to grow up to LavenderManor, it was more beautiful. TαVirus : when you get hit by zombies, you may infect TαVirus. at first , you feel nothing, then in a while, the symptom will show up. And dont ask again, this virus has no cure. That's why the whole world end. Download link A19.x : Download Old versions : DownLoad Have Fun A late update, I make this at February, and I believe I already update at here but not, sorry. This update remove weapon Holographic, fix bugs. add Molly parts as Tactical Vest attachments. I was try A20 right now, hope update soon.
  19. Purgatory was a wild idea i had before i knew anything about modding back in 2020. I've learned so much since starting work on this. I know i have a lot left to do to really make it fully match my vision, but it's at the point it's fun and playable. To me and my playtesters at least. I hope you like it. You have been magically trapped in Purgatory and have to find a way to survive until you can find a way to escape. Purgatory is confirmed working on a19.5 and can be used as a server side only overhaul for servers. This means anyone installing it to their server will be able to have any player with only the vanilla game client still connect to and play on a server using Purgatory. If you are using one of the maps provided, or generated with a Purgatory modded game client, then the players will need to get a copy of Purgatory or Compopack v47 rwg modlet version and add that to their mods folder or they may not be able to connect to your map due to the number of new POI's to download. Purgatory is intended to create a new challenge for the experienced 7 days player. Dying is no longer without consequence. It should also be expected, often. In this version the endgame has been disabled for more time to be spent on better balancing and bug fixes. That does not remove the challenge or reduce the reasons to play through to at least level 500 to unlock your final items in your build. There are magic items, and almost every item destroys when it's fully degraded. There's many new challenges besides the zombie's rage and magical powers. There are 4 new perk trees, and many perks have been rebalanced. Your backpack and the loot game have been greatly altered to add new fun and challenges as well. Stun Baton and Spear have been rebalanced and improved as well. v1.0.0 b6 Download Here: https://drive.google.com/file/d/1aLjegyc4tSAODnNdRq1MxKBcNkkN1RAN/view?usp=sharing Credits listing with links to original versions of mods used in the overhaul's collection: https://docs.google.com/document/d/1D48Z5aJbMBLBz9KmtpzyslyuoD_pHkPTm_WrqU3J8Lc/edit?usp=sharing Known Bugs: some users have reported a red error which points to profiles.sdx on game client load. closing the console and ignoring it has not seemed to cause any further issues in all the testing done so far. you should be able to ignore it. also know for the quad shotgun to cause a red error when out of ammo and using right click to reload. Please report any further bugs here or on the discord listed in the readme.
  20. I have been doing mod videos for a long time now, and I haven't fallen in love with a mod like this before. This mod is beyond awesome. For it still being in heavy development, it is still so amazing. I plan on doing as full a play through of this mod as I can so I can show off just how awesome it is. Check out the first mod video below
  21. Are you a Resident Evil fan? Are you up for a challenge? Welcome to Resident Evil, where it all began! I started building the Spencer Mansion back in August 2017 (Alpha 16.2), I've been working on this passion project of mine for 3 and a half years now. I am very pleased with the final build and would love to share it with the 7 Days to Die community, so that you may all enjoy a very unique 7 Days experience. This is a replica of the Spencer Mansion as close to a 1:1 scale within the limitations of the game, using only vanilla assets. The goal of the challenge is to build a Gyrocopter and use it to fly to the trader, talking to the trader will complete the challenge. But of course there are rules! Any of the following will automatically lose the challenge: (1) Dying. (2) Going outside the boundary of the mansion on foot. (there's a visible boundary don't worry, and there's nothing out there anyway) (3) Using any console commands. (only exception is for performance improvements) (4) Editing any of the files. (5) Using any modlets. (with the exception of localization) (6) Playing with any amount of day time period. (7) Playing with more than 125% XP and/or more than 134% Loot. How to install (If not using Mod Launcher): (1) Make a fresh copy of the vanilla game folder (A19.3 or A19.4), rename the copy to something like '7 Days to Die Spencer Mansion Incident'. (2) Extract the Data and Mods folders to the new copy you've just created. Example location C:\Steam Games\Survival\7 Days To Die Spencer Mansion Incident PLEASE READ: When playing the mod for the first time or when playing it again after playing another mod/vanilla, you'll have to change all of the settings at least once so the game recognizes the new settings. If you don't, you could be playing with 200% Loot, 300% XP, et cetera, unintentionally. More importantly, you want to avoid playing with any day time. You WILL NOT have a good time if you have day time. So be sure to change your settings before playing. When making a game, be sure to select 'Spencer Mansion Incident' as your world name. Optional extra challenges for those super fans: (Feel free to record your gameplay for boasting) (1) Knife Only: Finish the game with only using either the Survival Knife or Combat Knife. Machete doesn't count. (2) Untouchable: Finish the game without ever taking any damage from any sources. (3) Speed Run: Finish the game as fast as possible. (Some potential competition for people) (4) Poisoned: Upon starting a new game, use the console command "buff buffpoisoned" (without quotations, this is an exemption to the console command rule) and finish the game without ever curing your poison. Default Settings Make Sure Friendly Fire is turned on in the Multiplayer tab. Download: From the Mod Launcher. Manual Standard Install - https://github.com/Frantic-Dan/Standard-The-Spencer-Mansion-Incident Manual Content Creator Install - https://github.com/Frantic-Dan/Creator-The-Spencer-Mansion-Incident In-game map of the mansion: (spoilers) Updates: Hotfix V1.13c Changed - Swapped Feral Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13b Changed - Swapped Hawaiian model back to the old one. (This fixes the broken AI) Hotfix V1.13a Fixed - Newbie defence buff didn't work as intended. Changed - Newbie defence buff now mitigates 15% damage. V1.13 Fixed - some crawlers got stuck in doorways. Fixed - Leather armour pieces can now be scrapped. Removed - Mega crush from vending machine. Added - Mega crush recipe. Added - Newbie coat provides a 10% less stamina drain and boosts Armour by 10 until level 6. Added - Botany book now teaches you how to craft first aid bandages, takes 15 minutes to research. Changed - Rebalanced mega crush buff and duration. Changed - Top row of inventory is a copy of the toolbelt, newly obtained items will NOT go into your toolbelt, unfortunately. Changed - Nerfed bears Health, damage and XP by 25%. Changed - Rebalanced quantity of brass and dukes. Changed - Molotovs need less gas to craft. Changed - You now start with the XP bar half filled. V1.12 (**Requires a new game**) Added Assault Shotgun Added crawler variety Stumps always give honey now Lowered health of dead animals by half Increased gamestage needed for iron age to 20 Buffed heavy armour perk to 10% per rank Removed 34% and 67% loot abundance Gave flashlight extra dismember chance +1% normal and +2% power Increased combat knife block damage by 50% Removed starting with lockpick, food and drink Moved lockpick, food and drink to the east safe room Lowered ammo stack size to 5 reloads worth (7.62 stacks to 60) Lowered ammo bulk crafting size to 30 Removed most vanilla journal entries Added 7 written notes as journal entries New recipe, First Aid Kit can be crafted into 3 First Aid Bandages Increase damage bonus from mods to 16.7% Lowered HP of jail doors to 15k for easier wrenching Insulation and armour plating mods can go onto clothing Increased damage bonus from perks to 17% per rank Lowered ranks of combat perks to 3 Destroyed forge must be repaired, gives 45 bullet tips when looted AND MUCH MORE! V1.11a through to V1.11d Fixed - some localisation text. Fixed - Red Herb and Blue Herb seeds couldn't be unlocked. Fixed - more localisation Changed - Slightly increased damage of knives and bullets so that when playing on A, S and S+ difficulty, the final damage inflicted is rounded up 1 more damage. Fixed - Mixing Green and Blue herbs was imbalanced, requiring 2 Green Herbs instead of 1. Fixed - Rebalanced the healing amount of Blue Herb Cream and Green+Blue Herb Cream. V1.11 (**Requires a new game**) Added - Red Herbs and Blue herbs and all Herb mixing recipes. Added - Anti-venom First Aid Bandage. Added - Poisoned debuff. Snakes and Spider Zombies inflict poison. Added - New enemies. You can find out what they are for yourself. Removed - Infiltrator and Hardcore Parkour perks. Removed - 2 Grenades and 1 Rocket ammo. Removed - Nightvision goggles Changed - Wrench now benefits from Miner 69'er. Changed - Healing items heal a little more. Changed - Lowered the stack sizes of medical items. Changed - Lowered the stack sizes of Throwables and Rocket Frags. Changed - Rebalanced medical loot Changed - Looted Rifles come with 5 rounds of 762 and Machine guns come with 10 rounds of 762. Changed - 762 ammo requires less gunpowder to craft. Changed - Increased required Gamestage for Iron age to 15. Changed - Coffee and Fortbites have a longer duration. AND MUCH MORE! V1.10 Does not require a new game: - More Japanese translations. - You can now pick up your traps and electrical blocks with a wrench. - Handgun and Combat Knife are now black by default. - Removed schematic unlock listing on gyrocopter parts to remove false hope of finding the schematic. Requires a new game - Made it more clear on where to place the ladder in the library. - Reduced HP on non-gamestaged shipping crates to 75HP for easier access. - Workbench must be repaired with a claw hammer and 25 repair kits, repair kits are dropped by Tyrant. V1.09 Reduced food and water drain when you are level 1 through 5 to almost zero. Translated new text to Japanese. Fixed the possibility of the second last quest to bug out and become impossible to complete. Moved the World and Prefabs into the mod folder, for easier installation. (Thanks Chikorina) **You must update** Added two new rules: Loot abundance above 134% and XP above 125% also loses the challenge. V1.08 (**Requires a new game**) Added a guaranteed Engine. Lowered XP needed to level. Harvesting materials gives triple XP. Learning Elixir is unlocked and uses oil instead of acid to craft. Reduced craft time of Steel, Crucible, Gyrocopter parts and Can of Sham. Crucible needs less clay and stone to craft. Oil is cheaper and faster to craft. Advanced Engineering Rank 5 now needs Intellect 9 instead of 10. Collecting full Gyrocopter gives you forgetting elixir. Tyrant drops learning elixir and blessed metal mod. Tyrant no longer inflicts critical injuries. Extended the Escape phase slightly. Added fat to bacon and eggs recipe, +4 food +2 health. Removed some ammo. Nerfed Fortifying Grip. V1.07 Removed - Death penalty not working as intended V1.06 (You DO NOT need a new game, you can continue existing playthroughs) Lowered Bird Nest respawn time to 7 real hours (Was 15). Shipping crates give more loot. Broken glass can no longer be eaten. Some cooked meals are cheaper to craft. Seeds are cheaper to craft. Fixed the flooding leaking into the back of the kitchen. (Hopefully) Playing a game with day time is now dangerous (Set your game to always be night, change daylight length between -1 and 0 a couple of times) Added a death penalty to reinforce that dying loses the challenge. Crucible can now be scrapped for 15 mechanical parts. Gyrocopter Chassis needs 10 less mechanical parts to craft. Lowered the health of the hardened chest to 10,000 so it can be harvested for mechanical parts. V1.05 Changed - Japanese sign now have Japanese characters. Added - Super Goggles. All attributes except strength +1, Loot bonus +10, XP +30%, Craft time -20%. (dropped by Tyrant) Changed - Increased Wrench speed by 50% and lowered stamina cost by 33%. Changed - Increased chance to harvest acid from barrels and medical cabinets after reading the wasteland treasure book. V1.04 (Make a backup of your save first, there's a small chance of your character resetting to level 1) Your save can be found here: C:\Users\your PC name\AppData\Roaming\7DaysToDie\Saves Removed - Lucky Goggles, they give 0 loot bonus. (Sorry, they broke progression) Added - signs in Japanese. (Requires a new game) Changed - Lowered required attributes for Master Chef, Living off the Land and Iron Gut. Changed - Made some secrets easier to see. (Requires a new game) Removed - Most old cash from loot, increased amount of dukes in loot. V1.03 Added - Hops farming and 4 extra farm plots. (requires new game) Changed - Planted seeds are now at ready to harvest stage plus seed. (requires new game) Changed - Lowered cost of mechanical parts, electrical parts and springs in various recipes. Changed - Grenades use an electrical part instead of mechanical, and removed spring. Removed - 10 - 50 minute day lengths, Added 105 and 120 minute day lengths. Fixed - Potted plants can be scrapped and smelted Added/fixed - New descriptions and fixed spelling mistakes for Japanese translation V1.02 Fixed - An oversight where the Sword Key gave you the Handgun instead. Changed - Wolf and Zombie Dog speed lowered so Knife Only playthroughs are more manageable.Added - Japanese Translation V1.01 Fixed - Playing with 34% and 67% loot abundance made it very likely impossible to get the Pump Shotgun, Rocket Launcher, Magnum Revolver, Grenades and Rocket Launcher ammo. Changed - Lowered Scrap Iron cost for crafting Scrap Armour pieces from 60 to 40. Special Thanks: JaxTeller718 - For getting me into modding. KhaineGB - For helping me with the doors. Khelldon - For the main menu modlet. chikorina - For the Japanese Translation, Red and Blue herb models, and investing time to help me. HaidrGna - For helping me with the duplicate toolbelt. I'm looking for language translations for languages other than English and Japanese, I'll be greatly appreciated!
  22. I have all the alphas except alpha 6 and 5. Any way to download alpha 6?
  23. I am confused about 7 days to die. When I play the game it feels like a survival game at times, but once you get items, and other things it feels like first person shooter, or Skyrim RPG. What is 7 days to die at its core? I want to say its a survival game because they got the creepy mood down, but so many things shift when you play it for long amount of hours. So what kind of game is 7 days to die? I just want to stop being so confused when the game gets updated, and I play it for long amounts of times.
  24. Haidrgna

    Gnamod

    GNAMOD DOWNLOAD HERE Join Gnamod's Discord 1. Basics 1.1 Introduction Gnamod has been developed since A14 by Haidr’Gna, hereafter referred to as mod-author. It all began as a set of tweaks for personal use and grew bigger during A15 into a full overhaul. The name is derived from the mod-author’s nickname and has no special meaning and is not an acronym for anything either. Gnamod grew from just one overhaul into a group of mods that all share the same base of alterations to the game. This mod is now referred to as Gnamod Core and is the foundation for nearly all Gnamod versions since A17. The only exception is UI, which is known as Gnamod CoreUI and forms the foundation for all UI modifications for Gnamod but is also available as a stand-alone release. Gnamod is aimed at any player that finds the vanilla game lacking and is seeking more of a challenge in all aspects of the game. It brings back the survival aspect and offers a slower pacing than the vanilla game. The aim is a challenging but also fair gameplay experience where you will have to fight and be smart to earn your place in the world. The zombies are far more relentless, looting a lot more challenging and the world is more interesting. Gnamod is a complete overhaul of the game, which means every aspect of it is altered in some way or will be in future versions of the mod. Gnamod is also continually being worked on and new content is being added. Since A17 introduced xpath there no longer is a need to redo work when a new alpha is released. This means Gnamod will continue to grow along with the game. DOWNLOAD HERE 1.2. Manual Installation A. Navigate to the game's base folder: (~\Steam\steamapps\common\7 Days to Die). B. Extract the contents of the zip file(s) directly into the game’s base folder. C. Make sure the entire contents of each zip you install goes into the base folder. D. Start the game, if you done it correctly a you will see the Gnamod logo in the main menu. 1.3. ModLauncher Installation. A. Download the ModLauncher from sphereii at: https://7daystodie.com/forums/showth...-7-Days-to-Die B. Install the ModLauncher following the instructions. C. Find the tab for Gnamod, open it, select a version and use Install Game Copy. D. Use Pre-Sync to download the mod and then Play Mod to start. 2. License and Use 2.1 Terms of Use This section applies to all mods released by the mod-author under the name of Gnamod. Any such mod will always start its name with Gnamod, such as Gnamod Core, Gnamod Horde Mode etc. Assets found in the Gnamod.unity3d contain the work of The Fun Pimps, myself, work from other authors listed under Included Work and used Unity packages, therefore it is NOT allowed to re-use this in any way without permission from the mod-author and/or the original author(s) of the content. Gnamod is free to play by whoever owns 7 Days to Die. This includes running it on a private or rented server and hosting a game for friends. Users of Gnamod are also free to tailor their experience to their needs by altering the XML files. When hosting a server or game with such altered contents, it is required to notify users that an altered version of Gnamod is being used. Users are free to borrow ideas that are unique to Gnamod in their own locally used mods or hosted games for friends. When using ideas unique to Gnamod in a mod that will be released to the public you are required to ask for permission from the mod-author. It is good practice to credit the mod-author and reference Gnamod in the mod’s documentation and advertisement in this case. Users are NOT allowed to take the code from this mod to add to another mod in any way without asking the mod-author explicit permission for it. This applies for taking (parts of) the code, XML or assets as well as altered versions of these. Gnamod is intended to use as is and not to be broken down or redistributed in altered form. This includes adding any part of Gnamod into any kind of overhaul mod or mod collection pack. Due to the nature of Gnamod, the Core mod will likely not be compatible with any kind of modlet and the CoreUI mod will likely not be compatible with any modlet that alters the UI in any way. It is up to modlet authors to facilitate compatibility with Gnamod if they so incline. Bugs and issues that occur because of the use of other mods will not be resolved by the mod-author. It is of course allowed to design modlets that enhance Gnamod. Such modlets should be named in such a way they always load after the Gnamod Core mod. The Fun Pimps are ultimately the true owners of this mod as it only works with their game and is only possible because they support the modding community of their game. 3. Mod Overview 3.1. Mod Structure Gnamod is build around two Core mods, Gnamod Core and Gnamod CoreUI. Core is the main mod that houses nearly all changes required to overhaul the vanilla game. CoreUI is the same for all the UI changes required for Gnamod. By this design the other versions are just modlets designed to specifically alter or activate certain stuff within Gnamod and thus are dependent on the Core mod to function. Want more Gnamod, find other players or know what is cooking: Join the Discord Channel! DOWNLOAD OLDER VERSIONS
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